mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
353 lines
8.5 KiB
C++
353 lines
8.5 KiB
C++
#include "SplineGrid.h"
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#include <assert.h>
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#include "RenderBase.h"
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#include "Core.h"
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#include "RenderGrid.h"
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#include "SkeletalSprite.h"
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SplineGridCtrlPoint *SplineGridCtrlPoint::movingPoint;
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SplineGridCtrlPoint::SplineGridCtrlPoint()
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{
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setTexture("gui/open-menu");
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setWidthHeight(8, 8);
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}
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SplineGridCtrlPoint::~SplineGridCtrlPoint()
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{
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}
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Vector SplineGridCtrlPoint::getSplinePosition() const
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{
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SplineGridCtrlPoint *p = (SplineGridCtrlPoint*)getParent();
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// always return alpha == 1
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// points within the quad result in in -0.5 .. +0.5 on both axes
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return Vector(position.x / p->width, position.y / p->height, 1.0f);
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}
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void SplineGridCtrlPoint::setSplinePosition(Vector pos)
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{
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SplineGridCtrlPoint *p = (SplineGridCtrlPoint*)getParent();
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position.x = pos.x * p->width;
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position.y = pos.y * p->height;
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}
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void SplineGridCtrlPoint::onUpdate(float dt)
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{
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const bool lmb = core->mouse.buttons.left;
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// FIXME: selected point tracking should be done by the parent
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Vector cur = core->mouse.position;
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// bool wouldpick = isCoordinateInside(cur); // doesn't work
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Vector wp = getWorldPosition();
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const bool wouldpick = (cur - wp).isLength2DIn(10);
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if(wouldpick)
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color = Vector(1,0,0);
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else
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color = Vector(1,1,1);
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if(lmb)
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{
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if(!movingPoint && wouldpick)
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{
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movingPoint = this;
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}
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}
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else if(movingPoint)
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{
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movingPoint->color = Vector(1,1,1);
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movingPoint = NULL;
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}
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if(movingPoint == this)
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{
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SplineGrid *p = (SplineGrid*)getParent();
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const Vector parentPos = p->getWorldPosition();
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const Vector invscale = Vector(1.0f / p->scale.x, 1.0f / p->scale.y);
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Vector newpos = (cur - parentPos) * invscale;
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if(position != newpos)
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{
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position = newpos;
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p->recalc();
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}
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}
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}
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SplineGrid::SplineGrid()
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: wasModified(false), deg(0), pointscale(1), _assistMode(true)
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{
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setWidthHeight(128, 128);
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renderQuad = true;
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renderBorder = true;
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renderBorderColor = Vector(0.5f, 0.5f, 0.5f);
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}
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SplineGrid::~SplineGrid()
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{
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}
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DynamicRenderGrid *SplineGrid::resize(size_t w, size_t h, size_t xres, size_t yres, unsigned degx, unsigned degy)
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{
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if(!cpgen.resize(w, h))
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return NULL;
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size_t oldcpx = bsp.ctrlX();
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size_t oldcpy = bsp.ctrlY();
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DynamicRenderGrid *ret = this->createGrid(xres, yres);
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ret->gridType = GRID_INTERP;
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std::vector<SplineGridCtrlPoint*> oldp;
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ctrlp.swap(oldp);
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ctrlp.resize(w * h);
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// move any old points over that fit within the new size
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{
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const size_t cw = std::min(oldcpx, w);
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const size_t ch = std::min(oldcpy, h);
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for(size_t y = 0; y < ch; ++y)
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for(size_t x = 0; x < cw; ++x)
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{
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SplineGridCtrlPoint *& ref = oldp[y * oldcpx + x];
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ctrlp[y * w + x] = ref;
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ref = NULL;
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}
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}
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bsp.resize(w, h, degx, degy);
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// kill any excess points
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for(size_t i = 0; i < oldp.size(); ++i)
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if(oldp[i])
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oldp[i]->safeKill();
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// extend until all points are there
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for(size_t y = 0; y < h; ++y)
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for(size_t x = 0; x < w; ++x)
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{
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SplineGridCtrlPoint *& ref = ctrlp[y * w + x];
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if(!ref)
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ref = createControlPoint(x, y);
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}
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if(!cpgen.refresh(bsp.getKnotsX(), bsp.getKnotsY(), bsp.degX(), bsp.degY()))
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return NULL;
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recalc();
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return ret;
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}
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void SplineGrid::recalc()
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{
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if(_assistMode)
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{
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exportGridPoints(&cpgen.designpoints[0]);
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_generateControlPointsFromDesignPoints();
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}
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else
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{
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exportGridPoints(&bsp.controlpoints[0]);
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bsp.recalc(&cpgen.designpoints[0], bsp.ctrlX(), bsp.ctrlY());
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}
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if(grid)
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{
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bsp.recalc(grid->dataRW(), grid->width(), grid->height());
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wasModified = true;
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}
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}
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void SplineGrid::exportGridPoints(Vector* pdst) const
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{
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for(size_t i = 0; i < ctrlp.size(); ++i)
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pdst[i] = ctrlp[i]->getSplinePosition();
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}
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void SplineGrid::importGridPoints(const Vector* psrc)
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{
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for(size_t i = 0; i < ctrlp.size(); ++i)
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ctrlp[i]->setSplinePosition(psrc[i]);
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}
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void SplineGrid::importKeyframe(const BoneKeyframe* bk)
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{
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const size_t numcp = bsp.ctrlX() * bsp.ctrlY();
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assert(bk->controlpoints.size() == numcp);
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bsp.controlpoints = bk->controlpoints;
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if(_assistMode)
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{
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// given control points, generate spline points (which are later caculated back into control points)
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bsp.recalc(&cpgen.designpoints[0], bsp.ctrlX(), bsp.ctrlY());
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importGridPoints(&cpgen.designpoints[0]);
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}
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else
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importGridPoints(&bk->controlpoints[0]);
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recalc();
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}
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void SplineGrid::exportKeyframe(BoneKeyframe* bk) const
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{
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const size_t numcp = bsp.ctrlX() * bsp.ctrlY();
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assert(bk->controlpoints.size() == numcp);
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bk->controlpoints = bsp.controlpoints;
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}
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void SplineGrid::resetControlPoints()
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{
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bsp.reset();
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importGridPoints(&bsp.controlpoints[0]);
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// This pushes the bspline controlpoints outwards so that all spline points line up as one would expect.
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// If this weren't done, the tile's texture would be pulled inwards (more with increasing dimension);
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// as if the tile was a piece of plastic foil that's seen too much heat.
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//if(_assistMode) // ALWAYS DO THIS!!
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{
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cpgen.designpoints = bsp.controlpoints;
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_generateControlPointsFromDesignPoints();
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}
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recalc();
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}
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void SplineGrid::_generateControlPointsFromDesignPoints()
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{
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const Vector *cp = cpgen.generateControlPoints();
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memcpy(&bsp.controlpoints[0], cp, bsp.controlpoints.size() * sizeof(*cp));
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}
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SplineGridCtrlPoint* SplineGrid::createControlPoint(size_t x, size_t y)
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{
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const size_t cpx = bsp.ctrlX();
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const size_t cpy = bsp.ctrlY();
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assert(x < cpx && y < cpy);
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const Vector wh(width, height);
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const Vector pos01(float(x) / float(cpx-1), float(y) / float(cpy-1));
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SplineGridCtrlPoint *cp = new SplineGridCtrlPoint();
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cp->position = (pos01 - Vector(0.5f, 0.5f)) * wh;
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cp->scale.x = pointscale;
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cp->scale.y = pointscale;
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this->addChild(cp, PM_POINTER);
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return cp;
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}
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void SplineGrid::onUpdate(float dt)
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{
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Quad::onUpdate(dt);
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}
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void SplineGrid::onRender(const RenderState& rs) const
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{
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Quad::onRender(rs);
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glBindTexture(GL_TEXTURE_2D, 0);
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const Vector wh2(width * 0.5f, height * 0.5f);
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glLineWidth(2);
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if(_assistMode)
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glColor4f(0.0f, 0.3f, 1.0f, 0.4f);
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else
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glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
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const size_t cpx = bsp.ctrlX();
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const size_t cpy = bsp.ctrlY();
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// X axis
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for(size_t y = 0; y < cpy; ++y)
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{
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glBegin(GL_LINE_STRIP);
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const SplineGridCtrlPoint * const *row = &ctrlp[y * cpx];
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for(size_t x = 0; x < cpx; ++x)
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{
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const Vector p = row[x]->position;
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}
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// Y axis
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for(size_t x = 0; x < cpx; ++x)
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{
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glBegin(GL_LINE_STRIP);
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for(size_t y = 0; y < cpy; ++y)
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{
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const Vector p = ctrlp[y * cpx + x]->position;
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}
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const Vector *psrc = _assistMode
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? &bsp.controlpoints[0]
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: &cpgen.designpoints[0];
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if(RenderObject::renderCollisionShape)
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{
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glLineWidth(1);
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glColor4f(1.0f, 0.3f, 0.3f, 0.7f);
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glPushMatrix();
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glScalef(width, height, 1);
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// X axis
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for(size_t y = 0; y < cpy; ++y)
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{
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glBegin(GL_LINE_STRIP);
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const Vector *row = &psrc[y * cpx];
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for(size_t x = 0; x < cpx; ++x)
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{
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const Vector p = row[x];
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}
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// Y axis
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for(size_t x = 0; x < cpx; ++x)
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{
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glBegin(GL_LINE_STRIP);
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for(size_t y = 0; y < cpy; ++y)
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{
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const Vector p = psrc[y * cpx + x];
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glVertex2f(p.x, p.y);
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}
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glEnd();
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}
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glPopMatrix();
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}
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}
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void SplineGrid::setPointScale(const float scale)
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{
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pointscale = scale;
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for(size_t i = 0; i < ctrlp.size(); ++i)
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{
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ctrlp[i]->scale.x = scale;
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ctrlp[i]->scale.y = scale;
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}
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}
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void SplineGrid::setAssist(bool on)
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{
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if(on == _assistMode)
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return;
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if(on)
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importGridPoints(&cpgen.designpoints[0]);
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else
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importGridPoints(&bsp.controlpoints[0]);
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_assistMode = on;
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recalc();
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}
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